How I calculate teh s/t coords after I split a polygon?
hello!! i push a list of polygons(triangles or quads) in the bsp with the U and V (or s and t) be known. while building the bsp some polygons are splitting. how i can calculate the new U/V(or s/t) Cordinates of the new polygons?
would this work:
assume the edge (ab) of your face is split at vertex c:
a--------------b becomes: a-------c------b
get the length of the edge you just split (ab)
get the length of the new vertex to a (ac)
get ratio (ac) over (ab)
get length of (a.uv) to (b.uv)
2dLen = mult this length by ratio
get normalized vector from (a.uv) to (b.uv)
mult 2dLen by normalized vector from (a.uv) to (b.uv)
add this vector to a.uv
I think this should work, i''ve never tried it but it seems simple enough.
assume the edge (ab) of your face is split at vertex c:
a--------------b becomes: a-------c------b
get the length of the edge you just split (ab)
get the length of the new vertex to a (ac)
get ratio (ac) over (ab)
get length of (a.uv) to (b.uv)
2dLen = mult this length by ratio
get normalized vector from (a.uv) to (b.uv)
mult 2dLen by normalized vector from (a.uv) to (b.uv)
add this vector to a.uv
I think this should work, i''ve never tried it but it seems simple enough.
You should be able to just linearly interpolate the texture coordinates. If I''m not mistaken, if you have a Vector2 class with all the standard operators, you should be able to do the same math with the texture coordinates that you did with your regular vertices, and get the right results.
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